Megabonk

Megabonk

Not enough ratings
Weapon and Tome Upgrades
By dln385
How upgrades work, the effect of rarity, and which buffs apply. Now with tables!
2
   
Award
Favorite
Favorited
Unfavorite
The Basics
Updated as of Megabonk version 1.0.7.

Weapon upgrades will randomly select from a list of possible buffs. Common-rarity upgrades will buff one or two stats, but all higher-rarity upgrades will buff two of the weapon's stats. The buff's effectiveness is unaffected by how many buffs the upgrade contains, so a weapon upgrade with only one buff may be particularly undesirable.

Tomes can only buff a single stat, so their upgrades will contain only one buff regardless of rarity. Tome upgrades apply to the character and therefore affect all weapons, while weapon upgrades apply only to the associated weapon. Upgrades are additive, but when both the weapon and the character buff the same stat, the effect can be multiplicative for some stats (such as Size) but additive for others (such as Projectile Count).

The effect of rarity on buff values is summarized in the table below:

Rarity
Buff factor
Common
1x
Uncommon
1.2x
Rare
1.4x
Epic
1.6x
Legendary
2x

For example, Sword upgrades can have the following buffs:

Rarity
Size
Damage
Projectile Count
Knockback
Common
+20%
+2
+1
+0.5
Uncommon
+24%
+2.4
+1.2
+0.6
Rare
+28%
+2.8
+1.4
+0.7
Epic
+32%
+3.2
+1.6
+0.8
Legendary
+40%
+4
+2
+1

The buff factor may vary due to rounding. It is presently not known whether the rounded values are used only for display or for calculation as well.
Weapons (A-E)
This section lists all of the stats that each weapon's upgrades may include. If a weapon only has two upgradable stats, like Aura's damage and size, then every non-common upgrade will buff both stats. In comparison, the Revolver's upgrades will randomly select two of the six upgradable stats to buff, so care should be taken when choosing which upgrade to pick.

In the tables below, the base upgrade value is the buff received from common-rarity upgrades.

Aegis

Stat
Initial value
Base upgrade
Damage
10
+2
Knockback
3.0
+0.8
Projectile Count
2
+1
Size
100%
+15%

Aura

Stat
Initial value
Base upgrade
Damage
6
+1.4
Size
100%
+14%

Axe

Stat
Initial value
Base upgrade
Damage
6
+1.5
Duration
0.8s
+0.08s
Projectile Count
2
+1
Size
100%
+10%

Bananarang

Stat
Initial value
Base upgrade
Damage
9
+2
Projectile Count
1
+1
Projectile Speed
1
+0.1
Size
100%
+14%

Black Hole

Stat
Initial value
Base upgrade
Damage
4
+1.3
Duration
2s
+0.12s
Projectile Count
1
+1
Size
100%
+13%

Blood Magic

Stat
Initial value
Base upgrade
Damage
9
+1.5
Projectile Count
1
+1
Size
100%
+15%

Bone

Stat
Initial value
Base upgrade
Damage
11
+2.5
Knockback
1.3
+0.3
Projectile Bounces
1
+1
Projectile Count
1
+1
Projectile Speed
0.4
+0.2

Bow

Stat
Initial value
Base upgrade
Crit Chance
0%
+8%
Crit Damage
0%
+18%
Damage
9
+1.8
Projectile Count
1
+1
Projectile Speed
1.5
+0.8
Size
1
+0.2

Chunkers

Stat
Initial value
Base upgrade
Damage
12
+3
Knockback
2.5
+0.6
Projectile Count
2
+1
Projectile Speed
1.5
+0.4
Size
100%
+20%

Corrupted Sword

Stat
Initial value
Base upgrade

Dexecutioner

Stat
Initial value
Base upgrade
Crit Chance
0%
+5%
Damage
9
+2
Projectile Count
1
+1
Size
100%
+20%

Dice

Stat
Initial value
Base upgrade
Crit Chance
17%
+10%
Crit Damage
0%
+20%
Damage
0
+2
Projectile Count
1
+1
Projectile Speed
0.6
+0.2
Size
100%
+15%

Dragon's Breath

Stat
Initial value
Base upgrade
Damage
15
+3
Duration
1s
+0.2s
Size
100%
+15%
Weapons (F-Z)
Firestaff

Stat
Initial value
Base upgrade
Damage
10
+2.5
Projectile Count
1
+1
Projectile Speed
0.5
+0.1
Size
100%
+16%

Flamewalker

Stat
Initial value
Base upgrade
Damage
5
+2
Duration
1.5s
+0.18s
Projectile Count
1
+1
Size
100%
+15%

Frostwalker

Stat
Initial value
Base upgrade
Damage
9
+2
Duration
1.6s
+0.12s
Size
100%
+10%

Hero Sword

Stat
Initial value
Base upgrade

Katana

Stat
Initial value
Base upgrade
Crit Chance
0%
+8%
Crit Damage
0%
+20%
Damage
11
+2.2
Projectile Count
1
+1
Size
100%
+20%

Lightning Staff

Stat
Initial value
Base upgrade
Damage
7
+2
Projectile Bounces
0
+1
Projectile Count
1
+1
Size
100%
+20%

Mines

Stat
Initial value
Base upgrade
Damage
10
+3
Duration
4s
+0.4s
Projectile Count
1
+1
Size
100%
+15%

Poison Flask

Stat
Initial value
Base upgrade
Damage
1
+0.5
Duration
3s
+1s
Projectile Count
1
+1
Projectile Speed
12
+2
Size
100%
+15%

Revolver

Stat
Initial value
Base upgrade
Crit Chance
5%
+10%
Crit Damage
0%
+20%
Damage
5
+2.5
Projectile Bounces
0
+1
Projectile Count
6
+1
Projectile Speed
2.0
+0.4

Shotgun

Stat
Initial value
Base upgrade
Crit Chance
5%
+7%
Damage
9
3
Knockback
2.5
+0.4
Projectile Count
1
+1
Size
100%
+15%

Slutty Rocket

Stat
Initial value
Base upgrade
Crit Chance
5%
+8%
Damage
11
+2
Projectile Count
1
+1
Projectile Speed
1
+0.2

Sniper Rifle

Stat
Initial value
Base upgrade
Damage
22
+4
Projectile Count
1
+1
Size
100%
+13%

Space Noodle

Stat
Initial value
Base upgrade

Sword

Stat
Initial value
Base upgrade
Damage
11
+2
Knockback
2
+0.5
Projectile Count
1
+1
Size
100%
+20%

Tornado

Stat
Initial value
Base upgrade
Damage
8
+2
Knockback
3
+0.6
Projectile Count
1
+1
Projectile Speed
20
+4
Size
100
+14%

Wireless Dagger

Stat
Initial value
Base upgrade
Damage
9
+2
Duration (rare)
1.5s
+0.25s
Projectile Bounces
1
+1
Projectile Count
1
+1
Projectile Speed
0.8
+0.1
Tomes
Tomes modify the character's stats. See the next section for characters' initial values.

Tome
Stat
Base upgrade
Agility Tome
Movement Speed
+15%
Armor Tome
Armor
+12%
Attraction Tome
Pickup Range
+75%
Bloody Tome
Lifesteal
+10%
Chaos Tome
Random Stat
Cooldown Tome
Attack Speed
+7.5%
Cursed Tome
Difficulty
+3.5%
Damage Tome
Damage
+0.08x
Duration Tome
Duration
+15%
Evasion Tome
Evasion
+10%
Golden Tome
Gold Gain
+12%
HP Tome
Max HP
+25
Knockback Tome
Knockback
+20%
Luck Tome
Luck
+7%
Precision Tome
Crit Chance
+7%
Projectile Speed Tome
Projectile Speed
+15%
Quantity Tome
Projectile Count
+1
Regen Tome
HP Regen
+40
Shield Tome
Shield
+25
Silver Tome
Silver Gain
+12%
Size Tome
Size
+10%
Thorns Tome
Thorns
+15
XP Tome
XP Gain
+9%
Character Stats (A-E)
This table shows typical initial values for character stats, and the tables below detail how various characters deviate from the standard.

Stat
Typical value
Max HP
100
HP Regen
10
Overheal
0
Shield
0
Armor
0%
Evasion
1%
Lifesteal
0%
Thorns
0
Damage
1x
Crit Chance
1%
Crit Damage
2x
Attack Speed
100%
Projectile Count
0
Projectile Bounces
0
Size
1x
Projectile Speed
1x
Duration
1x
Damage to Elites
1x
Knockback
1x
Movement Speed
1x
Extra Jumps
0
Jump Height
7
Luck
0%
Difficulty
0%
Pickup Range
5
XP Gain
1x
Gold Gain
1x
Silver Gain
1x
Elite Spawn Increase
1x
Powerup Multiplier
1x
Powerup Drop Chance
1x

Amog

Stat
Typical
Modified
Max HP
100
130
Armor
0%
12%
Size
1x
1.2x
Duration
1x
1.2x
Pickup Range
5
10

Athena

Stat
Typical
Modified
Max HP
100
125
Armor
0%
17%
Thorns
0
5

Bandit

Stat
Typical
Modified
Evasion
1%
10%
Movement Speed
1x
1.1x
Jump Height
7
8
Pickup Range
5
9

Birdo

Stat
Typical
Modified
Movement Speed
1x
1.1x
Extra Jumps
0
1
Jump Height
7
9
Pickup Range
5
10

Bush

Stat
Typical
Modified
Evasion
1%
10%
Pickup Range
5
11

Calcium

Stat
Typical
Modified
Movement Speed
1x
1.2x
Jump Height
7
9
Pickup Range
5
8

CL4NK

Stat
Typical
Modified
Max HP
100
40
Shield
0
50
Movement Speed
1x
1.1x
Jump Height
7
9
Pickup Range
5
8

Dicehead

Stat
Typical
Modified
Character Stats (F-Z)
Fox

Stat
Typical
Modified
Evasion
1%
6%
Jump Height
7
8
Luck
0%
15%
Pickup Range
5
9

Megachad

Stat
Typical
Modified
Max HP
100
120
Jump Height
7
8

Monke

Stat
Typical
Modified
Max HP
100
135
Damage
1x
1.2x
Jump Height
7
9

Ninja

Stat
Typical
Modified
Evasion
1%
6%
Movement Speed
1x
1.2x
Jump Height
7
9
Pickup Range
5
8

Noelle

Stat
Typical
Modified

Ogre

Stat
Typical
Modified
Max HP
100
140
Armor
0%
6%
Movement Speed
1x
0.9x
Luck
0%
-1%

Robinette

Stat
Typical
Modified
Movement Speed
1x
1.1x
Jump Height
7
10
Pickup Range
5
8

Sir Chadwell

Stat
Typical
Modified

Sir Oofie

Stat
Typical
Modified
Max HP
100
150
Armor
0%
17%

Spaceman

Stat
Typical
Modified

Tony McZoom

Stat
Typical
Modified

Vlad

Stat
Typical
Modified
Nash equilibrium of weapon upgrade strategies
Suppose you are given a choice between any common Revolver upgrade. Which upgrade will increase your DPS the most?

To answer this question, we first need an equation to show how DPS depends on the Revolver's stats. Revolver upgrades can improve Damage, Projectile Count, Projectile Bounces, Crit Chance, Crit Damage, and Projectile Speed. We can ignore Projectile Speed since it doesn't affect DPS. In broad strokes, we have that:
  • DPS = k * Damage * Projectile Count * (1 + Projectile Bounces) * (1 + Crit factor)
where k is some constant of proportionality that is irrelevant to our analysis.

To fill in the crit factor, we have to take a moment to understand how critical hits work. We will assume for simplicity that the character's Crit Damage stat is 2x. (This stat is distinct from the weapon's Crit Damage stat). Thus the actual damage from a critical hit = Damage * 2 * (1 + Crit Damage). For example, the Revolver starts at 5 Damage and 0% Crit Damage, so critical hits do 5 * 2 * (1 + 0%) = 10 damage.

To work out the Crit factor in the above equation, we need to subtract and factor out the Damage (giving us just the bonus damage due to crits) and then multiply by the Crit Chance. This gives us
  • Crit factor = Crit Chance * (2 * (1 + Crit Damage) - 1)

Putting it together, we get:
  • DPS = k * Damage * Projectile Count * (1 + Projectile Bounces) * (1 + Crit Chance * (2 * (1 + Crit Damage) - 1))
To answer the question "which upgrade will increase your DPS the most?", we can ask a simpler question: "what weapon stats will result in any available common upgrade increasing DPS by exactly 10%?" (This will give us a Nash equilibrium of weapon upgrade strategies.)

Given that the Revolver has these upgrade values:

Revolver Stat
Base upgrade
Damage
+2.5
Projectile Count
+1
Projectile Bounces
+1
Crit Chance
+10%
Crit Damage
+20%

You can use the DPS formula above to verify that any upgrade will improve the DPS by 10% when the Revolver has the following stats:

Revolver Stat
Value
One upgrade improves DPS by
Damage
25
10%
Projectile Count
10
10%
Projectile Bounces
9
10%
Crit Chance
50%
10%
Crit Damage
50%
10%

The DPS Improvement Factor is straightforward to calculate when upgrading Damage, Projectile Count, or Projectile Bounces. It is equal to:
  • Damage Upgrade / Current Damage
  • Projectile Count Upgrade / Current Projectile Count
  • Projectile Bounces Upgrade / (Current Projectile Bounces + 1)

For example, upgrading the Revolver's damage from 25 will yield a 2.5/25 = 10% DPS improvement, regardless of the Revolver's other stats. This aligns with our intuition that we get diminishing returns from each upgrade as the Revolver's damage scales up. Thus, if the Damage, Projectile Count, or Projectile Bounces is less than the values in the above table, then its upgrade will yield a DPS improvement greater than 10%.

Upgrading the Crit Chance and Crit Damage is more complicated though since each upgrade's effect on DPS depends on the current values of both Crit Chance and Crit Damage.

When you upgrade Crit Damage:


When you upgrade Crit Chance:


We can similarly see diminishing returns when either stat is upgraded in isolation. Thus we can conclude that our build is optimized when these stats have a Nash equilibrium, so we can simplify our lives by setting these equations equal to each other and solving:


For the Revolver, this simplifies to Current Crit Chance = Current Crit Damage / 2 + 25%. As an example, if our Crit Damage is currently 100%, this tells us that we should upgrade Crit Chance until it is 1/2 + 25% = 75%.

While it is true that upgrading either of these stats in isolation yields diminishing returns, there is a bit of an oddity when they're in equilibrium at low values. The DPS Improvement Factor reaches a maximum of 10% when the Revolver's Crit Chance and Crit Damage are at 50%. This means that, until Crit Chance and Crit Damage reach 50%, upgrading these stats in equilibrium yields increasing returns. Thus it's not worth upgrading Crit Chance and Crit Damage at all until the other stats give less than 10% DPS improvement.

Putting this all together, we get the following table for the Revolver:

DPS Improvement Factor
Damage
Projectile Count
Projectile Bounces
Crit Chance
Crit Damage
100%
2.5
1.0
0.0
50%
5.0
2.0
1.0
25%
10.0
4.0
3.0
15%
16.7
6.7
5.7
10%
25.0
10.0
9.0
50%
50%
9%
27.8
11.1
10.1
80%
110%
8%
31.3
12.5
11.5
100%
150%
7%
35.7
14.3
13.3
122%
195%
6%
41.7
16.7
15.7
150%
250%
5%
50.0
20.0
19.0
187%
323%

It is important to note that this analysis has several limitations, including:
  • Charge shrine upgrades, items, and base stats of some characters can throw off the balance of these stats.
  • This analysis does not consider the impact of rarity when selecting an upgrade. Optimizing for short-term gains does not always produce the best long-term outcomes.
  • The equations assume that Crit Chance scales naturally beyond 100%. (E.g. at 200% every strike does the base damage plus double the bonus crit damage.) This may not be the case.
  • The DPS calculation assumes that there are enough enemies to saturate the projectile count and bounces. A different strategy would benefit boss battles.
3 Comments
dln385  [author] 23 hours ago 
Added Shotgun, Slutty Rocket, Tornado, Bandit, Birdo, and Robinette
dln385  [author] 30 Sep @ 9:52pm 
Added new section: Nash equilibrium of weapon upgrade strategies
IcyCyborg 29 Sep @ 6:54pm 
10/10 Guide for Weapons, Tomes, and Character stats : O